The Wardrobifier

Thoughts on the further development of Haven & Hearth? Feel free to opine!

The Wardrobifier

Postby TeckXKnight » Sat Nov 22, 2014 11:13 am

Add in a constructable structure similar to a wardrobe but functionally different. The wardrobifier allows users to change the look of their items based on skins that they've unlocked for their account. Skins can be unlocked via actions in-game as well as purchased from a cash shop. Skins applied only apply to the character who used the wardrobifier, so removing an item or trading it away will return it to its original skin. As skins are account bound, any character on that account will have access to them.

A similar idea can be applied to buildings and other constructable objects. Applying the skin before placing the structure allows us to make buildings look different even if they function the same.

Allow us to measure how oblong our ego is based on the fancy skins and colors we can use to turn our characters and villages into an eyesore. We will all happily throw money at you to put in extra graphical work for this.
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Re: The Wardrobifier

Postby loftar » Sat Nov 22, 2014 12:41 pm

Hmm, I dunno. I do agree that it sucks a bit that every high-level player currently looks pretty much the same, and that some level of customization would be nice, but I also think that the freedom offered eg. by Salem goes a bit too far on its side as well, and this suggestion seems to go far beyond even that. I do enjoy being able to tell some things about a player by what he wears not just in terms of the general tech-level he has reached, but also what kind of occupation he has optimized his character for.

I don't think it's entirely impossible that we'll dabble with some kind of slotting/artifice system for Hafen. We'll see.
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Re: The Wardrobifier

Postby shubla » Sat Nov 22, 2014 12:42 pm

loftar wrote:Hmm, I dunno. I do agree that it sucks a bit that every high-level player currently looks pretty much the same, and that some level of customization would be nice, but I also think that the freedom offered eg. by Salem goes a bit too far on its side as well, and this suggestion seems to go far beyond even that. I do enjoy being able to tell some things about a player by what he wears not just in terms of the general tech-level he has reached, but also what kind of occupation he has optimized his character for.

I don't think it's entirely impossible that we'll dabble with some kind of slotting/artifice system for Hafen. We'll see.

Atleast dont make hafen pay2win
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Re: The Wardrobifier

Postby loftar » Sat Nov 22, 2014 12:49 pm

shubla wrote:Atleast dont make hafen pay2win

In terms of clothing, Salem was more like pay2lose precisely because of the artifice system, though. That is, for the clothing offers we had before JC took over, at least; he removed them precisely because of that.
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Re: The Wardrobifier

Postby TeckXKnight » Sat Nov 22, 2014 1:08 pm

If your primary concern is for quick identification during combat, you can simply ignore combat objects such as armor, metal helmets, and weapons. Being able to customize our robes, belts, miner's hats, and leeches would still go a long way to satisfying our need for individuality. There are a multitude of objects and clothing articles that don't pertain to any sort of profession that exist in the game that everyone wears. Merchant robes are a great example of this. You can tell nothing about a character with a merchant robe aside from the fact that he has more space in his inventory than someone without a merchant robe. They may also produce silk, murder people who produce silk, trade with others players, and/or murder people who trade with other players too I guess.

Alternatively, you can add little flares to combat objects that do not completely alter them but give them some degree of uniqueness over the default skin. Imagine studs for leather armor or wings on a d-helm. The base item is exactly the same with a small effect added onto it so that it's different but still very easy to pick out as the same.
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Re: The Wardrobifier

Postby loftar » Sat Nov 22, 2014 1:16 pm

TeckXKnight wrote:You can tell nothing about a character with a merchant robe aside from the fact that he has more space in his inventory than someone without a merchant robe.

Well, sure, but it's not as if that doesn't tell you anything about that character. :)

I really don't know exactly where to draw the line, but there's also the case of eg. strawhats and stuff that certainly do tell you something about what a character is doing (so it's not just about combat). I do want to give more leeway than there currently is, for sure, though.

Also, I would also very much like, at least, to be able to do something in terms of customizable tabards or some other thing(s) that one can actually put images on. There really aren't enough dicks and swastikas in-game as is, are there?
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Re: The Wardrobifier

Postby TeckXKnight » Sat Nov 22, 2014 1:22 pm

While dicks and swastikas would be nice to wear, what do you feel about the customization option for items such as structures? Instead of the same old log cabin every time we could swap over to a hole in a hillside with some a and some window instead. This doesn't tread on the toes of identification of characters or their skillsets.
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Re: The Wardrobifier

Postby venatorvenator » Sat Nov 22, 2014 1:24 pm

TeckXKnight wrote:Add in a constructable structure similar to a wardrobe but functionally different. The wardrobifier allows users to change the look of their items based on skins that they've unlocked for their account. Skins can be unlocked via actions in-game as well as purchased from a cash shop. Skins applied only apply to the character who used the wardrobifier, so removing an item or trading it away will return it to its original skin. As skins are account bound, any character on that account will have access to them.

A similar idea can be applied to buildings and other constructable objects. Applying the skin before placing the structure allows us to make buildings look different even if they function the same.

Allow us to measure how oblong our ego is based on the fancy skins and colors we can use to turn our characters and villages into an eyesore. We will all happily throw money at you to put in extra graphical work for this.

You could extend that suggestion to include skins unlocked only to village-idols e.g. unlocked by village auth and available to every villager. That would provide some group identity and give faction play more immersion.
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Re: The Wardrobifier

Postby loftar » Sat Nov 22, 2014 1:30 pm

TeckXKnight wrote: what do you feel about the customization option for items such as structures? Instead of the same old log cabin every time we could swap over to a hole in a hillside with some a and some window instead.

Sure, more options are always nice, and in theory I wouldn't mind putting in twenty strawhats that differ only in appearance. New content doesn't create itself, though, and it often feels slightly wasteful to put in a new item without making it extend actual game mechanics in one way or another.

venatorvenator wrote:You could extend that suggestion to include skins unlocked only to village-idols e.g. unlocked by village auth and available to every villager. That would provide some group identity and give faction play more immersion.

I do think it is slightly retarded to require someone to build a village idol only to be able to craft something. In that case, I think customizable tabards would add a lot more to faction play.
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Re: The Wardrobifier

Postby LadyV » Sat Nov 22, 2014 1:42 pm

I think even if its just the addition of colors and maybe a few preset symbols it might be nice. That would allow custom clothing to some extent and if warriors want heraldric symbols on their armor they could. I'm not for custom image though that is ripe for abuse. Why not just draw from historic references for suggestions. I'm sure there are some simple ones that would be nice to add.
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